Reorganizes Project (#41)
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3499 changed files with 79 additions and 55 deletions
131
Projects/Scripts/Gumps/Guilds/New Guild System/BaseGuildGump.cs
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131
Projects/Scripts/Gumps/Guilds/New Guild System/BaseGuildGump.cs
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using Server.Gumps;
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using Server.Misc;
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using Server.Mobiles;
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using Server.Network;
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namespace Server.Guilds
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{
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public abstract class BaseGuildGump : Gump
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{
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public BaseGuildGump(PlayerMobile pm, Guild g, int x = 10, int y = 10) : base(x, y)
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{
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guild = g;
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player = pm;
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pm.CloseGump<BaseGuildGump>();
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}
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protected Guild guild{ get; }
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protected PlayerMobile player{ get; }
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//There's prolly a way to have all the vars set of inherited classes before something is called in the Ctor... but... I can't think of it right now, and I can't use Timer.DelayCall here :<
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public virtual void PopulateGump()
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{
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AddPage(0);
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AddBackground(0, 0, 600, 440, 0x24AE);
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AddBackground(66, 40, 150, 26, 0x2486);
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AddButton(71, 45, 0x845, 0x846, 1);
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AddHtmlLocalized(96, 43, 110, 26, 1063014, 0x0); // My Guild
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AddBackground(236, 40, 150, 26, 0x2486);
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AddButton(241, 45, 0x845, 0x846, 2);
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AddHtmlLocalized(266, 43, 110, 26, 1062974, 0x0); // Guild Roster
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AddBackground(401, 40, 150, 26, 0x2486);
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AddButton(406, 45, 0x845, 0x846, 3);
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AddHtmlLocalized(431, 43, 110, 26, 1062978, 0x0); // Diplomacy
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AddPage(1);
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}
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public override void OnResponse(NetState sender, RelayInfo info)
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{
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PlayerMobile pm = sender.Mobile as PlayerMobile;
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if (!IsMember(pm, guild))
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return;
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switch (info.ButtonID)
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{
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case 1:
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{
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pm.SendGump(new GuildInfoGump(pm, guild));
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break;
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}
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case 2:
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{
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pm.SendGump(new GuildRosterGump(pm, guild));
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break;
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}
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case 3:
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{
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pm.SendGump(new GuildDiplomacyGump(pm, guild));
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break;
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}
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}
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}
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public static bool IsLeader(Mobile m, Guild g)
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{
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return !(m.Deleted || g.Disbanded || !(m is PlayerMobile) ||
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m.AccessLevel < AccessLevel.GameMaster && g.Leader != m);
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}
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public static bool IsMember(Mobile m, Guild g)
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{
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return !(m.Deleted || g.Disbanded || !(m is PlayerMobile) ||
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m.AccessLevel < AccessLevel.GameMaster && !g.IsMember(m));
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}
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public static bool CheckProfanity(string s, int maxLength = 50)
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{
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//return NameVerification.Validate( s, 1, 50, true, true, false, int.MaxValue, ProfanityProtection.Exceptions, ProfanityProtection.Disallowed, ProfanityProtection.StartDisallowed ); //What am I doing wrong, this still allows chars like the <3 symbol... 3 AM. someone change this to use this
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//With testing on OSI, Guild stuff seems to follow a 'simpler' method of profanity protection
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if (s.Length < 1 || s.Length > maxLength)
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return false;
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char[] exceptions = ProfanityProtection.Exceptions;
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s = s.ToLower();
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for (int i = 0; i < s.Length; ++i)
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{
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char c = s[i];
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if ((c < 'a' || c > 'z') && (c < '0' || c > '9'))
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{
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bool except = false;
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for (int j = 0; !except && j < exceptions.Length; j++)
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if (c == exceptions[j])
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except = true;
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if (!except)
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return false;
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}
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}
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string[] disallowed = ProfanityProtection.Disallowed;
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for (int i = 0; i < disallowed.Length; i++)
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if (s.IndexOf(disallowed[i]) != -1)
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return false;
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return true;
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}
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public void AddHtmlText(int x, int y, int width, int height, TextDefinition text, bool back, bool scroll)
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{
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if (text?.Number > 0)
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AddHtmlLocalized(x, y, width, height, text.Number, back, scroll);
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else if (text?.String != null)
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AddHtml(x, y, width, height, text.String, back, scroll);
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}
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public static string Color(string text, int color)
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{
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return $"<BASEFONT COLOR=#{color:X6}>{text}</BASEFONT>";
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}
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}
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}
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